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{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth:GBVS/Lancelot/Data|214H}} | {{#lsth:GBVS/Lancelot/Data|214H}} | ||
{{!}}- | |||
{{AttackVersion|name=Follow-up}} | |||
{{#lsth:GBVS/Lancelot/Data|214XX}} | |||
{{!}}- | |||
{{AttackVersion|name=Ender}} | |||
{{#lsth:GBVS/Lancelot/Data|214XXX}} | |||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Performs an advancing slash attack. This skill recovers quickly and can be followed up with additional attacks, so Lancelot can continue applying pressure | * Listed damage is for each hit in the attack sequence. | ||
Performs an advancing slash attack. This skill recovers quickly and can be followed up with additional attacks, so Lancelot can continue applying pressure even if it's blocked.<br>Once you can get the opponent blocking, this is what you use to keep them on their toes. The first and second rekka are safe, allowing for pressure resets if you can scare your opponent with the frametrap properties of delayed rekkas.<br> | |||
Note that for technical inputs you only need to input the first rekka as 214X, every following hit can be done by just pressing 4X. | Note that for technical inputs you only need to input the first rekka as 214X, every following hit can be done by just pressing 4X. | ||
* '''L Version:''' Can hit 3 times. Staple | * '''L Version:''' Can hit up to 3 times. Staple follow-up after hitting with farther-ranged normals such as f.M/f.H/2M. Can also combo into 5L on counterhit, giving your opponent a good reason not to press buttons against Lancelot's pressure. | ||
* '''M Version:''' Can hit 3 times. Slower startup and farther travel distance than L. Staple combo ender after c.H or autocombo for damage and corner carry. | * '''M Version:''' Can hit up to 3 times. Slower startup and farther travel distance than L. Staple combo ender after c.H or autocombo for damage and corner carry. | ||
* '''H Version:''' | * '''H Version:''' Can hit up to 5 times. If 66H is on cooldown, this can be used to get a hard knockdown and a safejump using superjump j.M/j.H. | ||
}} | }} |
Revision as of 14:02, 28 February 2020
Health | |
Prejump | |
Backdash |
Overview
Lancelot is a rushdown/mixup character. He excels at close range and has the tools to get there.
"I'll guide my country with these twin blades!" | |
Lore: | A dual-wielding master swordsman who serves as the captain of the Order of White Dragons of Feendrache Kingdom. If danger would rear its ugly head in the kingdom he so loves, he would risk both life and limb to see it defeated. Despite this, he can never seem to keep his room clean. He rushes across the battlefield at blinding speed, a flurry of shining, crystalline slashes. Those who set eyes on this fighting style immediately recognize why he was made captain of his order. |
Lancelot Lancelot is a mixup heavy character who relies on his speed and various mixup tools to overwhelm the opponent.
- Between his 22X teleports, 5U command dash and its followups, Lancelot's mobility is near unparalleled.
- His j.U fastfall is great for setting up quick "left/right" mixups into lows.
- He has a unique walldive/walljump mechanic that can be used to get out of the corner, or set up some nasty oki.
- 2U is a great sliding attack that can low profile various normals and projectiles for an easy punish. It also gives hard knockdown on hit, and can even be made safe on block if spaced properly.
- 236H is a multi-hitting projectile with great utility; functioning as both a way to cover your approach from fullscreen, and as a way to set up mixups after a knockdown.
- The 214X series and their followups are safe on block if not auto-piloted into the ender, and can be staggered to create frametraps in pressure.
- Short ranged normals make it difficult to navigate neutral against many characters.
- Low average damage outside of specific confirms.
- 22H is not a "true Dragon Punch"-type move that rises while attacking, making anti-airing and escaping pressure difficult at times.
- While he is emphasized as a "mixup" character, some of his left/right mixups can be negated by the Guard button.
Normal Moves
c.L
5L (c.L/f.L) |
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c.M
c.H
c.H |
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Two-hit attack, either used for punishing or combos. Being two hits gives you a lot of time to confirm stuff from it. |
Auto Combo
Auto Combo |
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f.M
f.M |
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Not a lot of range and will easily get outpoked by other characters' f.M, but the recovery isn't too bad and doesn't extend his hurtbox that much. In general it's not that useful since Lancelot doesn't have problems getting into close range. |
f.H
f.H |
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Lancelot pokes out both his daggers as far as he can. His farthest reaching poke. Decent range considering his other normals. Combos into 66L at almost any range making it a somewhat useful footsie-tool. |
2L
2L |
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Lancelot's fastest low. Important for Lancelot's pressure and mixup. Links into itself, 5L and c.M. |
2M
2M |
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Lancelot slashes low but don't be fooled, it's a mid. Worse range than f.M and does not low profile many moves. A notable exception is that it can hit Charlotta on her way down after her EX DP, allowing a decent punish combo. |
2H
2H |
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Lancelot's designated anti-air attack. It's pretty good, fast, hits well, beats crossups easily. Very important move. |
2U
2U |
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The Vega slide. Really really good move, hard knockdown sliding low that's safe if you space it correctly. Lowprofiles really well too. Gives you a safejump on hit. |
j.L
j.L |
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Pretty standard air light. Good horizontal hitbox, not so good vertical. Probably Lancelot'ss best button to beat others in the air as the rest of his air normals are better at hitting grounded opponents. On counter in the air you often will have time to land and combo from it. |
j.M
j.M |
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Lancelot slashes beneath him. His only air normal that can be used to cross up the opponent, but easily anti-aired. Very good button after a low walljump, but loses in the air against others aerial attacks. |
j.H
j.H |
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A double hitting falling overhead. This move is really good. Vary your timing to make them guess if both will hit or if you'll have time to land and do a 2L. Combos into 2L even if the second hit whiffs. The hitbox is kinda poor right beneath him so if he's even a pixel distance to cross up someone it will whiff. The good horizontal hitbox however makes this move really good at stuffing people out of the air, however because it's two hits you won't get a combo if you counter them. |
Unique Actions
Delta Leap
Delta Leap 9 or 6 while midair and touching the wall |
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Wirbelwind
Wirbelwind 5U or j.U |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Overhead Attack
Overhead Attack |
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Special Moves
Wogenstrom
Wogenstrom 236X or 5S |
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Blade Impulse
Blade Impulse 66X or 6S |
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Southern Cross
Southern Cross 214X or 4S |
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Turbulenz
Turbulenz 22X or 2S |
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Skybound Art
Weiss Flugel
Weiss Flugel 236236H or 236S |
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Lancelot dashes forward with a slash and unleashes a flurry of slashes when he connects. Invincible startup and travels about half screen. |
Super Skybound Art
Schöner Winterhügel
Schöner Winterhügel 236236U or 236S+U |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.
Click [★] for character's full frame data
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Frame Data & System Data •
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